Now the user can override special skynet properties from the unit.yaml of the main Radar of the sam site. Which unit needs these overrides can be looked up over here: https://github.com/walder/Skynet-IADS/blob/develop/skynet-iads-source/skynet-iads-supported-types.lua
- fixed wrong exclusion of groups with the first unit dead but still able to participate
- added some exception handling in the lua script for groups which skynet is not able to control. preventing scripting errors
- factor out own class for the iadsnetwork within the conflicttheater
- This class will handle all Skynet related things - no specific group_name handling necessary in future
- make iadsbuilding own TGO class because SAM & EWRs are Vehicle Groups. IADS Elements dont have any groups attached.
- added command center, connection node and power source as Ground objects which can be added by the campaign designer
- adjust lua generator to support new iads units
- parse the campaign yaml to get the iads network information
- use the range as fallback if no yaml information was found
- complete rewrite of the skynet lua script
- allow destruction of iads network to be persistent over all rounds
- modified the presetlocation handling: the wrapper PresetLocation for PointWithHeading now stores the original name from the campaign miz to have the ability to process campaign yaml configurations based on the ground unit
- Implementation of the UI representation for the IADS Network
- Give user the option to enable or disable advanced iads
- Extended the layout system: Implement Sub task handling to support PD
- removed the map_object_id from the TGO
- add a new TriggerRule with the MapObjectIsDead Condition which adds the map object to the killed_map_objects array in the state.json
- Use the trigger_zone_name as the unique identifier used for the unit_map to recognize the kill
- added information about the role of the aa site
- moved handling of ground name from tgo to the sam generator to make the tgo cleaner
- adjusted the skynet-config lua to the changes
No loadout had been specified for the J-11A, so I've added one. The J-11A carries a similar loadout to the Su-27, but with R-77s instead of R-27ERs.
Also looks like it was missing from the EWRS details, so I've added it there too.
Addresses Khopa/dcs_liberation#610
Addresses Khopa/dcs_liberation#671
Generated units are added to this during mission generation so we can
map destroyed units back to the data that generated them. Currently only
implemented for aircraft as a proof of concept.
* Move the UI code out of the plugin logic.
* Add types where needed.
* Move into game package.
* Improve error handling.
* Simplify settings behavior.
* Don't load disabled plugins.
* Remove knowledge of non-base plugins from game generation.
Fixes https://github.com/Khopa/dcs_liberation/issues/311
The changes for Skynet unfortunately broke this because the names used
by the TGO and the name of the group itself were no longer in sync.
This deserves a larger cleanup where we decouple that naming
requirement (TGOs don't need a lot of the data they currently have),
but this works until we have the time to do that.
Fixes https://github.com/Khopa/dcs_liberation/issues/298
- dcsLiberation.installPath does not include "state.json" anymore
- corrected behavior :
- try LIBERATION_EXPORT_DIR
- then try dcsLiberation.installPath
- then try TEMP
- then try working directory
- corrected multiple bugs in dcs_liberation.lua
- corrected bad string.format causing DCS crashes in
jtacautolase-config.lua
- load plugins when loading a game
- moved plugins scripts to resources/plugins (for pyinstaller)
- removed vanilla JTAC and JTAC_smoke options and settings GUI
- call JtacAutolasePlugin in armor.py
- made a dictionary of INSTALLED_PLUGINS
- removed NIOD from the VEAF plugin